var _ = require('./util.js'); // abstract factory that adds a superclass of baseCreature var creatureFactory = (function () { function baseCreature() { this.age = 0; } baseCreature.prototype.initialEnergy = 50; baseCreature.prototype.maxEnergy = 100; baseCreature.prototype.efficiency = 0.7; baseCreature.prototype.size = 50; baseCreature.prototype.actionRadius = 1; baseCreature.prototype.sustainability = 2; // used as percentages of maxEnergy baseCreature.prototype.reproduceLv = 0.70; baseCreature.prototype.moveLv = 0; baseCreature.prototype.boundEnergy = function() { if (this.energy > this.maxEnergy) this.energy = this.maxEnergy; }; baseCreature.prototype.isDead = function() { return this.energy <= 0; }; baseCreature.prototype.reproduce = function (neighbors) { var spots = _.filter(neighbors, function (spot) { return !spot.creature; }); if (spots.length) { var step = spots[_.random(spots.length - 1)]; var coords = step.coords; var creature = creatureFactory.make(this.type); var successFn = (function () { this.energy -= this.initialEnergy; return true; }).bind(this); var failureFn = this.wait; return { x: coords.x, y: coords.y, creature: creature, successFn: successFn, failureFn: failureFn }; } else return false; }; baseCreature.prototype.move = function (neighbors) { var creature = this; // first, look for creatures to eat var spots = _.filter(neighbors, (function (spot) { return spot.creature.size < this.size; }).bind(this)); // if there's not enough food, try to move if (spots.length < this.sustainability) { spots = _.filter(neighbors, function (spot) { return !spot.creature; }); } // if we've got a spot to move to... if (spots.length) { // ...pick one var step = spots[_.random(spots.length - 1)]; var coords = step.coords; var successFn = (function () { var foodEnergy = step.creature.energy * this.efficiency; // add foodEnergy if eating, subtract 10 if moving this.energy = this.energy + (foodEnergy || -10); // clear the original location return false; }).bind(this); return { x: coords.x, y: coords.y, creature: creature, successFn: successFn }; } else return false; }; baseCreature.prototype.wait = function () { this.energy -= 5; return true; }; baseCreature.prototype.queue = function (neighbors) { var step = {}; var maxEnergy = this.maxEnergy; if (this.energy > maxEnergy * this.reproduceLv && this.reproduce) { step = this.reproduce(neighbors); } else if (this.energy > maxEnergy * this.moveLv && this.move) { step = this.move(neighbors); } var creature = step.creature; if (creature) { creature.successFn = step.successFn || creature.wait; creature.failureFn = step.failureFn || creature.wait; return { x: step.x, y: step.y, creature: creature }; } else return false; }; // Storage for our creature types var types = {}; return { make: function (type, options) { var Creature = types[type]; return (Creature ? new Creature(options) : false); }, register: function (options, init) { // required attributes var type = options.type; // only register classes that fulfill the creature contract if (typeof type === 'string' && typeof types[type] === 'undefined') { // set the constructor, including init if it's defined if (typeof init === 'function') { types[type] = function () { this.energy = this.initialEnergy; init.call(this); }; } else { types[type] = function () { this.energy = this.initialEnergy; }; } var color = options.color; // set the color randomly if none is provided if (typeof color !== 'object' || color.length !== 3) { options.color = [_.random(255), _.random(255), _.random(255)]; } types[type].prototype = new baseCreature(); types[type].prototype.constructor = types[type]; _.each(options, function(value, key) { types[type].prototype[key] = value; }); types[type].prototype.successFn = types[type].wait; types[type].prototype.failureFn = types[type].wait; types[type].prototype.energy = options.initialEnergy; return true; } else return false; } }; })(); module.exports = creatureFactory;